????????????:
?????????????????? ???? Sentry
Somebody sugested an AI that is actually learning how to play against the player...

A true "learning machine" would be indeed very difficult.. though with a bit of clever scripting and good knoledge of game balance and statistics, something that emulates a learning machine should be possible...
I explain. On starting a scenario, the AI will begin by creating units in a more or less overall balanced way, equal numbers oof mages and archers and melee, etc. On encountering an enemy (you) the AI will evaluate your stack composition and the result of the battle. "He" will then change his parties to counter your strengths (add archers to counter mages, add mages to counter melee, add melee to counter archers, etc). The key to making it work is making sure the AI has a sufficiently accurate database of effective counters. Otherwise, it would seem really stupid building tons of infernal knights to counter my werewolves...
Several "dynamic" scripts like this applied to different controling aspects could make the AI able to adapt to your moves much more efficiently than we are used to seeing. I've seen a system like this used a couple of times in my favorite RTS's. (incidentally, they are my favorite because of the difficulty of dealing with an ever-adapting AI.)
There I found alsou this:
http://www.disciples3.ru/forum/showpost.php?p=32173&postcount=18

Good, noncheating A.I is a must if the game are to have any replay value on multiplayer maps (nonscripted maps). If it turns out like Heroes V it's bye bye.

But unfortunety A.I isn't valued in reviews so there's no incentive to make a good A.I.... <div class="ev_tpc_signature">

Just an interesting post concerning AI
http://www.disciples3.ru/forum/showpost.php?p=30338&postcount=6
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">????????????:
?????????????????? ???? Sentry
Somebody sugested an AI that is actually learning how to play against the player...

A true "learning machine" would be indeed very difficult.. though with a bit of clever scripting and good knoledge of game balance and statistics, something that emulates a learning machine should be possible...
I explain. On starting a scenario, the AI will begin by creating units in a more or less overall balanced way, equal numbers oof mages and archers and melee, etc. On encountering an enemy (you) the AI will evaluate your stack composition and the result of the battle. "He" will then change his parties to counter your strengths (add archers to counter mages, add mages to counter melee, add melee to counter archers, etc). The key to making it work is making sure the AI has a sufficiently accurate database of effective counters. Otherwise, it would seem really stupid building tons of infernal knights to counter my werewolves...
Several "dynamic" scripts like this applied to different controling aspects could make the AI able to adapt to your moves much more efficiently than we are used to seeing. I've seen a system like this used a couple of times in my favorite RTS's. (incidentally, they are my favorite because of the difficulty of dealing with an ever-adapting AI.) </div></BLOCKQUOTE>
There I found alsou this:
http://www.disciples3.ru/forum/showpost.php?p=32173&postcount=18
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Good, noncheating A.I is a must if the game are to have any replay value on multiplayer maps (nonscripted maps). If it turns out like Heroes V it's bye bye.

But unfortunety A.I isn't valued in reviews so there's no incentive to make a good A.I.... </div></BLOCKQUOTE><div class="ev_tpc_signature">